maddogx
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Everything posted by maddogx
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Looking to team up to create a death scream mod.
maddogx replied to sic-disaster's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Discussion of copyright infringement (and related posts) deleted. Please note that any discussion of such things will be deleted and may result in infractions or even bans, as per the forum rules. -
On a related note, this forum has way too many threads. We really need to get this situation under control, so I'll start here... :padlock:
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That will only work until the next stable branch update. Ideally, all sound modders need to be made aware of this change and change their mods accordingly, otherwise they will break in 1.24.
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I think Sniperwolf's wording ("any mission/mod could use it") is correct here - mission makers would be able to access and use this information if they desire, but it's highly doubtful that players will be able to override mission loadouts with this. It would make no sense at all.
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I keep reading about them aiming for the beginning of July for Steam Workshop mod support in the MANW sub-forum, so since this is being touted as a feature of Bootcamp we can connect the dots. :) Also, they mentioned in the blog post that the staging of Bootcamp content on the dev branch is "impending", which fits the time frame. Testing on dev branch could be starting later this week, followed by the actual release 1-2 weeks after that.
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If we're talking about changing script behavior in a new product (ARMA 4 or whatever), then there is no reason not to do it. In fact, even during the A3 Alpha or Beta I think such change would have been perfectly fine. It's just after stable release where making deep changes to the underlying platform would cause more problems than it would solve. After all, we're talking about making a change primarily for "prettier" code. Not some major new feature that would justify some code breaking here and there. :) As far as I am aware, SQS was declared obsolete a long, long time ago. So no. ;)
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On the one hand I really want to agree with you, but on the other this seems more like an argument based on programmer's idealism rather than a practical, workable approach to this issue. This sums up the problem I see with your argument - yes, something was messed up in the first place, and no, switching to lazy eval can't be done without breaking things. Changing such a central element of code interpretation now would potentially cause a lot of people's code to break - silently. If it were something that caused a syntax error, sure, any problems would be easy to track down. This kind of change though, there could be a single if-condition in a thousand lines of code that suddenly branches differently and it won't throw any errors. Such things are a bitch to troubleshoot. At least the "confusion" introduced by my suggestion would only occur in cases where you have to read and understand some other guy's code. I expect most people would choose to either stick with the old behavior or switch to the new one entirely, so the issue should be minor one.
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Perhaps it would be possible to add a kind of "mode switch" to SQF, similar to what strict mode does for Javascript. Essentially, a single command you can invoke at the top of a script that tells the compiler to always use lazy evaluation (and perhaps some other things). This approach should prevent any backwards compatibility issues while allowing for cleaner code.
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Authentic Gameplay Modification
maddogx replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Forum language is still English. Offending posts removed. -
Minecraft is being used in Schools; would Real Virtuality be a better option?
maddogx replied to walker's topic in OFFTOPIC
WarZ, Carrier Command and Take on Mars are on different engines, not RV. In any case, I've edited the thread title to reflect your clarification (Real Virtuality instead of Arma). -
Ah, that makes more sense. :) He's going to be voicing a character in some upcoming mission / campaign / bootcamp thingy. I guarantee it.
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What? The Dan Brown? ;)
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It's a prototype feature which still needs tweaking, and as such may not work as intended. (Just like the current no-recoil bug, which seems to be related to the new weapon inertia feature.) When such things land on stable it's definitely a massive problem (and should be reverted or hotfixed ASAP!), but on the dev branch these things are not entirely unexpected. That's what the dev branch is for, i.e. testing these new features and giving feedback. The main problem (aside from accidental deployment to stable) is that BI are dumping these things onto dev branch without any warning or explanation.
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Weapon sounds affected by suppressors change in 1.23
maddogx replied to pettka's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The key seems to be this part: Presumably we can define more indexes than just SilencerSound, right? -
Something interesting is hitting the dev branch on monday. Linking here for maximum visibility. :) There will be a config change in order to enable unique silencer sounds for each weapon; that means any creators of weapon addons will need to adjust their configs before the Bootcamp update arrives. Also, if I understand the new system correctly, this change will allow for some other interesting possibilities regarding weapon barrel attachments.
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Neither do I. All I can say is, I saw this coming. ;)
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Err, nope. It was even reported as a "bug" one day after the alpha was first released. It was also the official position from BI since the beginning of the alpha that this limitation was intentional, but I can't be arsed to dig up which blog or video they said it in. This was a reversal from one of their first A3 videos, which showed the possibility to take enemy uniforms. What "loadouts"? You were talking about not being able to take an enemy uniform. EDIT: perhaps you've been assigning enemy uniforms via script, in which case you'll want this recently introduced script command.
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It's not a technical limitation of the engine, so it's obviously by design. Demanding some justification aside from the explanation they have already given and maintained for a over year probably isn't going to get that changed. How is this even relevant to the dev branch, anyway? This limitation has been part of the game since alpha.
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Could they be experimenting with IK for the wounding anims? As far as I know, it used to be that the unit would temporarily go into ragdoll mode when hit, so they kind of "sagged" a little then straightened back up. I remember a BI dev saying that this was a simple temporary solution until they implemented something better, so maybe this is the beginning of that.
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Just out of curiosity, have you tried the "join game" functionality via the Steam friends list?
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I think the WIP recoil changes must have been accidentally deployed with the stable update. They are obviously unfinished and weren't supposed to be implemented until the bootcamp update. Someone screwed up.
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Hackers are not getting banned other people are
maddogx replied to kevinkoppe2's topic in ARMA 3 - TROUBLESHOOTING
Sorry, we can't help with ban related issues on this forum. -
Also full of factual inaccuracies and mostly off topic. The subject of this thread is BI's new engine, not Dean Hall or DayZ. That being said, I wouldn't expect the devs to officially confirm or deny anything regarding their Enfusion engine at this point, let alone the (incredibly unlikely) possibility of switching engines in ARMA3 so long after release. Almost nothing is known about the new new engine right now, so any discussion would be entirely based on speculation and wishful thinking and would have very little to do with ARMA3. If the devs do announce anything about Enfusion related to ARMA3, we can certainly revisit this topic. Until then: thread closed.
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There are a bunch of files with numbers inside the steamapps folder. The numbers represent the Steam ID of the games, and one of those refers to ARMA3 (should be 107410). What you need to do is get your friend to give you that file, then you need to edit it and make sure the paths are correct. Then, when you launch Steam, ARMA3 should show as already installed.
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In the past world/euro cups I have always found the Spanish team's play style (short passes ad nauseam) extremely grating and not at all fun to watch. For that reason alone, I'm hoping that our Dutch bros will whoop their asses. :)